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So, with the defeat of the lich [[Aggah-Shan]] and the stopping of the [[Malady]], the [[campaign::Dissolution]] campaign has reached a crossroads: do we continue on its present course, continue on while translating to a different game system, or bring it to an end and play something else? This page suggests some options.
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''[[system::Dungeon World]]'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.


== Continuing Dissolution in ''Pathfinder'' ==
== Characters ==


We could keep playing ''Pathfinder'' in the current campaign.
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.


'''Pros''': We know the characters. We sort of know the setting. We have a number of open plot lines that we could go down (some of which you might not be completely aware of), feeding naturally from the story we already have. With the recent windfall (lich pimp booty), the characters are really fighting above their weight class, and should be scarily, setting-alteringly effective now.
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.


'''Cons''': When starting a 3.5 campaign, and later switching to Pathfinder, part of the point was to gain an understanding of how the system worked and what it can do. At this point, I'd have to say mission accomplished on this score, and not much more to uncover. Another problem is that ''Pathfinder'' is an additive system. That is, as your character's advance, you gain more and more options, without ever loosing any. This tends to make the game bog down at the higher levels, with all sorts of interlocking effects and more and more details to manage. Common wisdom holds that the "sweet spot" for the game is around levels 7 to 12. So, if you think there is a lot of detail now, it will only get worse. The multiple characters per player makes this much worse, yet ''Pathfinder'' and similar games tend to need a certain number of "roles" to be filled to make a party effective. Lastly, this campaign takes a higher amount of effort to manage than I expected (though, to be fair, much of this is self-inflicted).
== Special Moves ==


== Continuing Dissolution in ''13th Age'' ==
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.


We could, yet again, translate the characters into a different gaming system and keep the campaign going that way. One candidate for a target system is ''[http://www.pelgranepress.com/?p=9764 13th Age]'', one of the most modern evolutions of the d20 system, mixing concepts from D&D 3.5, D&D 4th Edition and some modern story games together, by the designers who built a lot of those systems in the first place.
=== Outstanding Warrants ===
'''Pros''': Allows us to keep the characters, setting and the story line. There is a lot to like about ''13th Age''. In particular it is built to avoid the "additive complexity" problem, with characters who become more able as they advance, but yet the number of options the player needs to deal with at once remains about constant. Much of the complexity of ''Pathfinder'' is distilled down, particularly during combat, with the vast array of modifiers being distilled down to a couple of more abstract ideas, and magic items vastly reduced in relevance to a character's potency. It adds some really interesting methods of connecting the characters to the setting mechanically, using what it calls "icon relationships" that help and hurt the characters. (I've taken a go at figuring out <a href="/wiki/index.php/Ptolus_13th_Age_Conversion" title="Ptolus 13th Age Conversion">what the icons might look like in a Ptolus campaign].) Nearly everything in the system is built to be more evocative than just "+1 to hit".
'''Cons''': Characters will not map exactly into the ''13th Age'' system (in fact, until about two days ago when the ''13 True Ways'' book was released, about half couldn't have been translated at all). The system is still pretty crunchy and will take some getting used to. Also, the system is built to sort of teach you how to play as your character develops, which we would be avoiding by translating characters into the mid levels immediately.


== Continuing Dissolution in ''Anima Prime'' ==
The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".
Another system we could transition into is ''[http://www.animaprimerpg.com/ Anima Prime]'' or, more specifically, the ''Exaltation Prime'' hack that I built to move our ''Exalted'' campaign into.
'''Pros''': Allows us to keep the characters, setting and the story line. Allows us to test out the ''Exaltation Prime'' hack. While the system isn't the best fit for the lower levels of a ''Pathfinder'' campaign, once characters reach the level you are at now, they are basically superheroes, and ''Exaltation Prime'' can handle that just fine. Using this system with characters we already know should allow us to learn it more quickly. It should also be possible to more flexibly embrace and implement the original concept of the characters better.
'''Cons''': Characters will not map perfectly into ''Exaltation Prime'', as the "silos" of party roles (e.g. healer, tank, etc.) don't really exist in ''Exaltation Prime'', at least not nearly as strongly, and the game has a totally different mechanical focus. In fact, it would probably be desirable to "retire" two to three of the characters in order to speed play (while ''Pathfinder'' works better with four to six characters, ''Exaltation Prime'' works better with two to four).


== Continuing Dissolution with ''D&amp;D Next'' ==
=== Talk to the Press ===
Stinging from the failure of ''D&amp;D 4th Edition'' to catch on, Wizards of the Coast has spent the last view years totally revising ''Dungeons &amp; Dragons''. While they are not quite done yet, they will soon make the [http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140527 basic rules of the system freely available to everyone]. I'm not sure I like what I've seen so far to think this is a good idea, but time will tell.


== Continuing Dissolution with ''Fate Accelerated'' ==
When you conduct an interview with the press, say what you are trying to accomplish with the interview and roll+CHA. On a 12+, the resulting article conveys what you intended to convey. On a 10+, the article mostly matches what you wanted, but choose one. On a 7-9, the article is close to what you wanted, but you choose one and the GM chooses one.
Someone has gone through the trouble of translating ''Pathfinder'' into [http://www.killershrike.com/Fate/Fae/Pathfinder/PathfinderFateAccelerated.aspx Pathfinder Fate Accelerated], a lighter, more narrative system. The Fate system has become very popular, and the Accelerated version offers an even more rapid playing system.
* The story slants heavily toward the paper's bias.
'''Pros''': Allows us to keep the characters, setting and the story line. Allows us to test out Fate Accelerated. The much looser character system may fit the PCs better, as several of the characters bend the Pathfinder system heavily.
* You are significantly misquoted.
'''Cons''': Not sure.
* The author embellishes details far beyond reality.
* You are also made to appear to be supporting or opposing something not actually covered in the interview.


== End Dissolution and try a series of short games ==
=== Cast From a Wand ===
As endings go, this one is as good as any. We could start some experiments with testing out some games that run for one or a few sessions. Some that I am dying to try out, in no particular order:


* ''[http://www.dangerpatrol.com/ Danger Patrol]'': A rules-light, high action, ''Flash Gordon''-y, serial-style sci-fi roleplaying game. This could probably go for two or three sessions, with a new "episode" each session.
When you release a spell from a wand, roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. On a 10+, the spell is cast. On a miss, On a 7-9, the spell is cast, but choose one:
* ''[http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/254600000 Gamma World]'': A ridiculously gonzo, post-apocalyptic game, where radiation gives you mutant powers. This version is supposedly the best incarnation of the D&amp;D 4th Edition rules. Characters can be created in about five minutes, which is good, because characters die horribly and often. If you want to play an erudite polar bear that shoots fricken lazer beams out of his eyes, this is your game.
* The wand cannot be used again for a day.
* ''[http://www.onesevendesign.com/ladyblackbird/ Lady Blackbird]'': A steampunk game that comes with specific characters and a specific setup, but rarely plays the same way twice. Really neat mechanical ways of connecting the characters and incentivizing particular actions. There are some hacks of this that take the basic concept into other genres (e.g. ''Operation: Blackbird'' turns it into a superspy/caper sort of game).
* The spell generates feedback. You take 1d6 damage.
* ''[http://www.bullypulpitgames.com/games/fiasco/ Fiasco]'': A purely narrative game of powerful ambition and poor impulse control. Different "playsets" make the genre and setting of the story different each time. No gamemaster.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
* ''[http://adept-press.com/works-in-progress/doctor-chaos/ Doctor Chaos]'': "What if the world’s greatest supervillain were not actually a moron?" An interesting take on a superhero game, where the players collectively play a supervillian and only incidentally create some heroes along the way.
On a miss, the wand likely loses its magic, becoming a glorified stick.
* ''[http://theunstore.com/index.php/unstore/game/76 In a Wicked Age&#8230;]'': A dark fantasy story game where the story is driven by a random "oracle" at the start of each session. Long term play is structured by following a chain of characters through a world, one leading to the next, instead of playing the same character the whole time.
* ''[https://www.kickstarter.com/projects/2006204732/wield-a-little-game-about-ancient-powers Wield]'': Story game where you play epic magic items and the "heroes" that wield you are sort of disposable pawns.
* ''[https://www.kickstarter.com/projects/1205300753/evil-intent-the-board-game Evil Intent]'': a board game about taking over the world.
* ''[http://sentinelsofthemultiverse.com/ Sentinels of the Multiverse]'': a cooperative card game pitting a team of superheroes against a villain.
* ''[http://www.alderac.com/smashup/about/ Smash-Up!]'': a competitive card game, where you mix two "faction" decks together (e.g. "ninjas" and "gorillas") and fight others.
* ''[http://www.queen-games.de/games.aspx?ProductId=8 Escape: The Curse of the Temple]'': You all have ten minutes to escape a temple. Played in a real ten minutes.


== End Dissolution and try another long term game ==
=== Copy a Spell ===
We could also leap into a different game, where "long term" might mean a few weeks to a few years. Some possibilities:


* ''[http://www.numenera.com Numenera]'': Written by Monte Cook (the guy who wrote the Ptolus setting and most of D&amp;D 3.5), this is his approach to "post-D&amp;D gaming". Taking place so far in the future that science seems like magic, it functions like a fantasy setting filled with ancient, powerful secrets (i.e. ultra-technology). Instead of race and class and such, each character is an "[http://www.numenera.com/character-creation/i-am-an-adjective-noun-who-verbs/ &lt;adjective&gt; &lt;noun&gt; who &lt;verbs&gt;]", gaining different abilities from each of the choices. Plus, the setting is gorgeous.
When you copy a spell in a school you know from one spellbook into yours, roll+INT. On a 10+, the spell is copied perfectly. On a 7-9, the spell is copied, but the GM chooses one:
* ''Exaltation Prime'': Try out these rules (or maybe the gamemaster-less mini version, ''Pocket Anima Prime'') in some other setting with new characters. Could maybe use ''[https://www.kickstarter.com/projects/asmadigames/channel-a Channel A]'' to generate the basic premise for a game.
* You stumble over a booby-trap in the original. You gain a random debility.
* ''[http://apocalypse-world.com/ Apocalypse World]'': Built for short campaigns (maybe six to twelve sessions), this story-based post-apocalypse game has turned out to provide an engine for play that has kind of taken the gaming world by storm. The game revolves around "moves" that all work on a success/partial success/failure model. The game is known particularly for encoding exactly what the GM does, using its own set of GM moves. The design is also built around a notion fiction informing the moves, and the results feeding back into the fiction, at all times, and also about emergent story (rather than pre-planned by the GM).
* You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
* ''[http://www.dungeon-world.com/ Dungeon World]'': Takes the ''Apocalypse World'' world engine, and builds a love-letter to dungeon crawling adventure games like early D&amp;D. Essentially old-school dungeon crawling with new-school design and sensibilities.
* You run out of room in your spellbook, and must carry an additional book to hold this spell.
* ''[http://buriedwithoutceremony.com/monsterhearts/ Monsterhearts]'': Takes the ''Apocalypse World'' world engine, and builds a love-letter to teen monster romance stories (e.g. ''Buffy the Vampire Slayer'', ''Twilight'', et. al.).
* The spell vanishes from the original spellbook.
* ''[https://www.kickstarter.com/projects/1359565526/low-life-the-rise-of-the-lowly-core-rulebook Low Life]'': In the far-far future, lower life forms (cockroaches, worms, even poop, boogers and Twinkies) have achieved sentience and now dominate the ruined remnants of the Oith. This ''[https://www.peginc.com/product-category/savage-worlds/ Savage Worlds]'' setting showcases the system as well as any. You really need to see the art to "get" the idea.
* The act of copying the spell causes it to go off, affecting a random target.
* ''[http://brennan-taylor.squarespace.com/#/bulldogs/ Bulldogs!]'': Freebooters in space, taking risky jobs, rubbing elbows with other alien races, trying to make a name for themselves. This is a ''[http://www.faterpg.com/ FATE]'' game, written by a guy I gamed with a little when I lived in Jersey.
On a miss, the original spellbook suffers some kind of calamity, ruining its contents.
* ''[http://mindjammerpress.com/monstersandmagic/ Monsters &amp; Magic]'': Peripherally part of the Old School Renaissance (a loose clique that builds games based on very early editions of D&amp;D), this game captures a lot of the feel of early D&amp;D with some more modern system flavoring. Old School games tend to feature exploration (particularly dungeons) and tend to be pretty lethal.
 
* ''[http://technoirrpg.com/ Tech Noir]'': How modern designers build a near-future, cyberpunk game like ''Shadowrun''. Very interesting design, also with an emergent story.
=== Activate Chaositech ===
* ''[http://rpg.drivethrustuff.com/product/82258/Chris-Perrins-Mecha Mecha]'': How modern designers build a story-based mecha fighting game. Avoids the technical minutia of ''BattleTech'' for a more abstract system, driven by character.
 
When you activate a chaositech device, roll+nothing. On a 10+, the device works and you take +2 forward using the device. On a 7-9, the device works, but choose one. On a 2-6, the device doesn't work, and the GM chooses one. On a 2-, the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.
* Afterwords, the device is drained of power.
* Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
* Roll 1d6. On a 1-3, you gain a random debility.
 
== Faction Moves ==
 
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.
 
You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues (see Delver's Guildsman, below). Joining some factions (e.g. the Inverted Pyramid) may be so involved that doing so opens up a new specialisation rather than supplying faction moves.
 
=== Delver's Guildsman ===
 
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* Recognise a landmark when lost.
* Find a guild waystation.
 
== Ptolus ==
 
''rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)''
 
Like all settlements in ''Dungeon World'', Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:
 
''when you worship at the...''
 
''when you enter the Necropolis at night...''
 
''when you use the observatory...''
 
and so on.
 
== Specialties ==
 
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
 
=== Spontaneous Caster ===
 
A [[Spontaneous Caster Specialty|spontaneous caster]] connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.
 
=== Heirophant ===
 
A [[Heirophant Specialty|heirophant]] forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.
 
=== Dragon Heir ===
 
=== Chaositechnician ===
 
=== Inverted Pyramid ===
 
=== Knight of the Pale ===
 
== Monsters ==
 
=== Ratmen ===
''horde, small, stealthy, cautious, intelligent, organized''<br/>
Sword (close, d6 damage), 3 HP, 1 Armor
 
The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge
* Bum rush
* Disappear into the garbage
* Spread disease and filth
 
=== Albino Ratmen ===
''solitary, stealthy, cautious, intelligent, organized''<br/>
Pistol (near, d10 damage), 12 HP, 2 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others
* Stir the nest to fight
* Infect with a bite
* Use other ratmen as shields
 
=== Ratbrute ===
''solitary, large, intelligent, organized''<br/>
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin
* Rip something apart
* Infect with a bite
* Defend the nest
 
=== Rhodintor ===
''group, intelligent, magical''<br/>
Battleaxe (close, d8 damage), 12 HP, 3 armor
 
As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos
* Electrocute
* Dispel magic
* Operate chaositech

Revision as of 22:56, 5 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

Outstanding Warrants

The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".

Talk to the Press

When you conduct an interview with the press, say what you are trying to accomplish with the interview and roll+CHA. On a 12+, the resulting article conveys what you intended to convey. On a 10+, the article mostly matches what you wanted, but choose one. On a 7-9, the article is close to what you wanted, but you choose one and the GM chooses one.

  • The story slants heavily toward the paper's bias.
  • You are significantly misquoted.
  • The author embellishes details far beyond reality.
  • You are also made to appear to be supporting or opposing something not actually covered in the interview.

Cast From a Wand

When you release a spell from a wand, roll+DEX. Take -2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take -1 if the level of the spell equals your level. Take -2 if the level of the spell exceeds your level. On a 10+, the spell is cast. On a miss, On a 7-9, the spell is cast, but choose one:

  • The wand cannot be used again for a day.
  • The spell generates feedback. You take 1d6 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

On a miss, the wand likely loses its magic, becoming a glorified stick.

Copy a Spell

When you copy a spell in a school you know from one spellbook into yours, roll+INT. On a 10+, the spell is copied perfectly. On a 7-9, the spell is copied, but the GM chooses one:

  • You stumble over a booby-trap in the original. You gain a random debility.
  • You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take -3 forward to casting this spell.
  • You run out of room in your spellbook, and must carry an additional book to hold this spell.
  • The spell vanishes from the original spellbook.
  • The act of copying the spell causes it to go off, affecting a random target.

On a miss, the original spellbook suffers some kind of calamity, ruining its contents.

Activate Chaositech

When you activate a chaositech device, roll+nothing. On a 10+, the device works and you take +2 forward using the device. On a 7-9, the device works, but choose one. On a 2-6, the device doesn't work, and the GM chooses one. On a 2-, the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.

  • Afterwords, the device is drained of power.
  • Roll 1d6. On a 1-2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
  • Roll 1d6. On a 1-3, you gain a random debility.

Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues (see Delver's Guildsman, below). Joining some factions (e.g. the Inverted Pyramid) may be so involved that doing so opens up a new specialisation rather than supplying faction moves.

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognise a landmark when lost.
  • Find a guild waystation.

Ptolus

rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)

Like all settlements in Dungeon World, Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:

when you worship at the...

when you enter the Necropolis at night...

when you use the observatory...

and so on.

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Spontaneous Caster

A spontaneous caster connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.

Heirophant

A heirophant forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.

Dragon Heir

Chaositechnician

Inverted Pyramid

Knight of the Pale

Monsters

Ratmen

horde, small, stealthy, cautious, intelligent, organized
Sword (close, d6 damage), 3 HP, 1 Armor

The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge

  • Bum rush
  • Disappear into the garbage
  • Spread disease and filth

Albino Ratmen

solitary, stealthy, cautious, intelligent, organized
Pistol (near, d10 damage), 12 HP, 2 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others

  • Stir the nest to fight
  • Infect with a bite
  • Use other ratmen as shields

Ratbrute

solitary, large, intelligent, organized
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin

  • Rip something apart
  • Infect with a bite
  • Defend the nest

Rhodintor

group, intelligent, magical
Battleaxe (close, d8 damage), 12 HP, 3 armor

As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos

  • Electrocute
  • Dispel magic
  • Operate chaositech